Skills: A rogue is trained in four skill sets of her choice. She also receives Initiative as a bonus skill.

Prowess: A rogue gains four points of prowess each level.

Proficiencies: Rogues are proficient with simple weapons and two other weapon groups. Rogues are proficient with light armor, but not with shields.

Exploits (Ex) [Lore, Progressing]: A rogue has a host of special maneuvers available to her. She is a paragon of stealth, an up-and-coming social broker, or even a master assassin, and all of these are made possible through her exploit selection. Exploits allow a rogue to shine a limited number of times per day.

Exploits are divided into three categories: physical, mental, and social. Physical exploits allow a rogue to accomplish great feats of agility, combat prowess, and stealth. Mental exploits allow a rogue to resist magic or occasionally create a little magic of their own. Social exploits allow a rogue to become a master of interpersonal relations--provided they are used correctly.

Unless otherwise noted, exploits are immediate-action Extraordinary abilities that do not provoke attacks of opportunity for their use.

A rogue is limited in the number of different exploits she may use in a day: the maximum number of different exploits a rogue can use in a day is listed on the table. A rogue is also limited in the total number of exploits she may use in an encounter: the maximum number of exploits a rogue can use is also listed on the table. There are six levels of exploits, and each level has its own limited number of uses per encounter. For example, a first-level rogue could use Hidden Blade three times in an encounter, but could not use it a fourth as all of her uses for that encounter have been consumed. Similarly, a third-level rogue could use six different exploits and still have remaining uses of exploits for this encounter: she would only be able to use exploits that she had already used, as she had consumed all of her unique exploits per day.

A rogue begins an encounter with all her exploits refreshed, regardless of how many times she might have already used them today. When she uses an exploit, she expends a use of the appropriate level for the current encounter and also notes that it is one of her exploits for the day.

A rogue is not limited in her exploit selection: she knows all exploits that she qualifies for and may use new exploits as long as she has unique exploits per day remaining. Unlike a spellcaster and their spells, a rogue does not need to select or prepare exploits.

Trapfinding (Ex) [Lore]: A rogue can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

A rogue also has an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 5th level, to +3 when she reaches 10th level, to +4 when she reaches 15th level, and to +5 at 20th level.

Sneak Attack (Ex) [Precision, Progressing]: Whenever a rogue flanks an enemy he adds 1d6 damage to his attack rolls, +1d6 damage per two additional rogue levels. Foes that are surprised, are flat-footed, or are unable to defend themselves--such as a bound or paralyzed foe, or a foe you attack from hiding or invisibility--are considered flanked for the purposes of this ability.

A target without a discernible anatomy (such as an ooze or incorporeal creature) or a target immune to critical hits is not subject to this extra damage. Similarly, a rogue cannot sneak attack a foe with concealment, nor can he make a sneak attack with a weapon that does nonlethal damage. A sneak attack can only be made with a ranged weapon if the target is within one range increment of the weapon used.

As normal, extra dice of damage are not multiplied on a critical hit.

Evasion (Ex) [Martial]: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Canny Finesse (Ex) [Martial]: Most rogues are more dependent upon their agility than their strength. As such, most are better-armed when fighting with a precise weapon. Starting at 3rd level, a rogue with a light weapon, rapier, whip, or spiked chain made for a creature of her size category may use her Dexterity modifier instead of her Strength modifier on attack rolls. She may also add her Dexterity modifier instead of her Strength modifier to damage with those weapons.

Uncanny Dodge (Ex) [Martial]: Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Improved Uncanny Dodge (Ex) [Martial]: A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Special Ability [Lore, Progressing]: On attaining 8th level, and at every three levels thereafter (11th, 14th, 17th and 20th), a rogue gains a special ability of her choice from among the following options.

Alchemical Grenadier (Ex): A rogue with this ability is an expert at creating alchemical items. She may create alchemical items despite not having a caster level or having any appropriate feats, provided she has enough ranks in the Craft skill. She also receives a bonus on attack rolls (and damage rolls, if applicable) when using alchemical weapons equal to her Intelligence modifier. For alchemical items that do not deal damage and have a duration longer than one round, she instead adds her Intelligence modifier in rounds to the item's duration.

Creature Enthusiast (Ex): When making a check to discover information about a creature, a rogue with this special ability receives a +5 bonus. A rogue selecting this ability also gains the Favored Enemy feat as a bonus feat.

Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll. A rogue can choose this ability more than once: each time beyond the first increases her uses-per-day by one.

Finesse Expert (Ex): A rogue with this ability is a canny master of precise striking. She adds her Intelligence modifier to attack rolls and damage rolls while fighting with weapons usable with Weapon Finesse.

Hide in Plain Sight (Su): A rogue can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a rogue can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Initiate Assassin (Ex): A rogue with this special ability stacks her rogue and assassin levels when determining the DC of her Death Attack ability. This ability has no effect if the rogue does not have the Death Attack ability.

Magic Item Attunement (Ex): If a rogue successfully activates an item with the Use Magic Device skill, she can take a free action to attune herself to the item. For the next 24 hours, she can activate that item without making further Use Magic Device checks. A rogue can attune herself to only one item at a time. If she attunes yourself to a second item, the previous attunement ends.

Mentor (Ex): The rogue gains a cohort as if she had taken the Leadership feat. She does not, however, gain other benefits of the Leadership feat. The rogue's cohort is also a rogue and cannot take this power.

Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue's attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round. A rogue can choose this ability more than once: each time beyond the first increases her uses-per-round by one.

Penetrating Strike (Ex): A rogue who chooses this ability also chooses one of the following types: undead, construct, ooze, or plant. Creatures of that type are now sneak attackable by the rogue, though she only deals half normal damage. This ability can be selected multiple times. Each time, it applies to a new type. Alternatively, a rogue can select this ability and a type she already has chosen for this ability. If she does so, she may now sneak attack creatures of that type at full strength.

Poison Master (Ex): A rogue with this special ability increases the DC of any poison or similar substance she utilizes by 2. The poison also deals one additional point of ability damage (if it deals ability damage) each time it takes effect. If the poison deals multiple kinds of ability damage, determine which it affects randomly.

Poison Use (Ex): A rogue with this special ability need not worry about poisoning herself when applying a poison.

Skirmisher (Ex): A rogue with this ability who uses a move action to move into a flanking position or charge into a flanking position can attack once with their primary hand and once with their off-hand as a standard action.

Slippery Mind (Ex): This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an ongoing mind-affecting compulsion spell or effect and fails her saving throw, she can attempt the save again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw. A rogue can choose this ability more than once: each time beyond the first grants her an additional saving throw one round later, so that a rogue who had chosen this ability twice would have a saving throw upon being targeted by the spell, a second saving throw one round later, and a third saving throw one round after that.

Skill Mastery (Ex) [Lore]: At 6th level (and again at 16th level), the rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects three skills she is at least an apprentice in. If she is an apprentice, she becomes a journeyman. If she is a journeyman, she becomes a master. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so.

Reflexive Defense (Ex) [Martial]: Starting at 12th level, a rogue who is attacked in melee can attempt to reflexively soften the blow. By spending an immediate action, a rogue in light or no armor may make a Reflex save against a successful melee attack on her, with a DC equal to the damage dealt. If she is successful, she is able to mitigate the blow and halves the damage. This ability only applies against one attack in a full-attack action, not against all of them.

Improved Reflexive Defense (Ex) [Martial]: At 18th level, a rogue is an adroit master of agility. She no longer needs to spend an immediate action to activate her Reflexive Defense ability.

Master Rogue (Ex) [Lore]: At 20th level, a rogue's mastery over their talents brings itself to fruition. A rogue gains the following abilities according to which Special Abilities they selected:

Alchemical Grenadier: A rogue who chose this ability may craft alchemical items in a quarter of the generally required time and for one quarter of the requisite price.

Creature Enthusiast: A rogue who chose this ability treats the Favored Enemy feat granted by this ability as if it had 23 points of prowess invested in it, regardless of her actual investiture.

Crippling Strike: A rogue who chose this ability inflicts 4 points of Strength or Dexterity damage (her choice) when using this ability instead of the normal 2 points.

Defensive Roll : A rogue who chose this ability gains three additional uses per day.

Finesse Expert : A rogue who chose this ability instead adds her Intelligence and her Wisdom modifier to attack and damage rolls while fighting with weapons usable with Weapon Finesse.

Hide in Plain Sight: A rogue who chose this ability makes this ability Extraordinary instead of Supernatural, allowing it to be used within the area of an antimagic field or similar effect.

Improved Evasion: A rogue who chose this ability gains an insight bonus on Reflex saves equal to her Intelligence modifier.

Initiate Assassin: A rogue who chose this ability gains a +3 bonus to the save DC of her Death Attack ability. This ability has no effect if the rogue does not have the Death Attack ability.

Magic Item Attunement: A rogue who chose this ability may attune herself to a number of magic items equal to her Intelligence modifier, rather than just one.

Mentor: A rogue who chose this ability treats her leadership score as if it were two points higher for determining her cohort.

Opportunist: A rogue who chose this ability may use this ability as many times in a round as she has attacks of opportunity.

Penetrating Strike: A rogue who chose this ability ignores immunity to critical hits when determining her Sneak Attack damage.

Poison Master: A rogue who chose this ability increases the DC of any poison or similar substance she utilizes by another 2, as well as increases any ability damage by a further 1 point. If the poison deals multiple kinds of ability damage, determine which it affects randomly.

Poison Use: A rogue who chose this ability may craft or farm poisons in half the requisite time, and for half the requisite cost.

Skirmisher: A rogue who chose this ability gains the pounce ability.

Slippery Mind: A rogue who chose this ability may make a saving throw each round of an ongoing mind-affecting compulsion effect, rather than having it limited by her selection. She gains a bonus on the initial Slippery Mind saving throw equal to the number of times she selected this special ability.

Physical Powers :AthleticismPrerequisites: Apprentice in AthleticsBenefit: Upon activating this power, the rogue gains a +10' insight bonus to her land speed as well as a 10' climb speed for a number of rounds equal to her Dexterity modifier.

Extreme LeapPrerequisites: Apprentice in AcrobaticsBenefit: A rogue can activate this power as a free action while making a Jump check. The rogue determines jumping distance as normal according to their check, and then doubles the distance.

Focused StrikePrerequisites: Apprentice in ConcentrationBenefit: A rogue can use this power as an immediate action to add his Intelligence modifier to his damage for one attack.

Hidden BladePrerequisites: Apprentice in Bluff, Disguise, and Sleight of HandBenefit: A rogue with a weapon successfully hidden on her person in an accessible place can activate this ability as an immediate action. The rogue can then immediately make an attack at her full attack bonus minus two with the hidden weapon. The weapon is no longer hidden (as it is now in the rogue's hand) and may require the rogue to free a hand to make the attack. A foe struck in this fashion is flat-footed against this attack.

Lucky DodgePrerequisites: Apprentice in AcrobaticsBenefit: A rogue can use this power as an immediate action to reroll a Reflex save that qualifies for the Evasion class feature. This reroll must be taken before the effects are determined, but can be selected after the result is seen.

Now I'm AngryPrerequisites: Apprentice in IntimidateBenefit: A rogue may activate this ability as an immediate action after striking an opponent but before damage is rolled. The rogue adds extra damage equal to half the difference between her current hit point total and her maximum hit point total.

Palm the BladePrerequisites: Apprentice in Bluff and Sleight of HandBenefit: A rogue can use this power to make a feint as a move action.

SnatchPrerequisites: Apprentice in Bluff and Sleight of HandBenefit: A rogue can activate this ability as an immediate action while making a sneak attack. By sacrificing all sneak attack damage, the rogue can take a Small or smaller object on her foe's person. Attended objects (such as a dagger in foe's hand) can be taken, but these require a successful Disarm check.

Mental Powers :KnackBenefit: A rogue can use this power as a free action to be considered trained as an apprentice in one skill for one skill check.

Trick of the LightPrerequisites: Apprentice in AwarenessBenefit: A rogue can use this power as an immediate action to gain low-light vision for one minute.

Point of FocusBenefit: A rogue can use this power to 'Take 10' on a skill check for a skill in which she at least an apprentice, regardless of conditions. Using this power is a standard action, unless the skill use normally takes longer, in which case it uses the longer duration.

PrestidigitatorPrerequisites: Apprentice in Knowledge (Arcana), Spellcraft, and Use Magic DeviceBenefit: This power functions as the prestidigitation spell. Use the rogue's level in place of caster level for this effect. This power is a spell-like ability.

Preternatural AwarenessPrerequisites: Journeyman in AwarenessBenefit: A rogue can use this power as an immediate action to add his Intelligence modifier to an initiative check. A rogue can use this power even when flat-footed.

Shake It OffPrerequisites: Apprentice in ConcentrationBenefit: A rogue can activate this power as a standard action to remove an ongoing fear effect from herself. She can activate this power even if she is normally unable to take a standard action because of her fear effect.

Social Powers :Jack of All TradesPrerequisites: Apprentice in at least two ProfessionsBenefit: A rogue with this power is always treated as an apprentice in a number of Profession skills equal to her Intelligence modifier. Unlike most powers, this power is not activated and is instead always considered active.Special: Your maximum number of Least powers usable per day decreases by one.

Name-DroppingPrerequisites: Apprentice in Diplomacy and Knowledge (Locale)Benefit: A rogue can activate this power as an immediate action to add her Intelligence modifier to a Bluff, Diplomacy, or Intimidate check made in a social, non-combat encounter.

Strong ConvictionPrerequisites: Apprentice in Bluff, Diplomacy, and IntimidateBenefit: A rogue can use this power to reroll a Bluff, Diplomacy, or Intimidate check as an immediate action. This reroll must be taken before the effects are determined, but can be selected after the result is seen.

Physical Powers :AgilityPrerequisites: Journeyman in AthleticsBenefit: Upon activating this power, the rogue gains a +15' insight bonus to her land speed as well as a 15' climb speed for a number of rounds equal to her Dexterity modifier. She also adds her Intelligence modifier to Athletics checks during this time.

FilchPrerequisites: Journeyman in Sleight of Hand and BluffBenefit: This power functions as Snatch, but the rogue only forgoes one-half her sneak attack damage.

Flick of the WristPrerequisites: Journeyman in Sleight of Hand and BluffBenefit: A rogue can use this power to make a feint as a swift action.

Now I'm Very AngryPrerequisites: Journeyman in Intimidate, Rage abilityBenefit: This power functions as the Now I'm Angry power, except the extra damage is equal to the difference between her current hit points and her maximum hit points.

Piercing StrikePrerequisites: Apprentice in Knowledge (Arcana, Religion, and Dungeoneering)Benefit: A rogue can activate this power as an immediate action to overcome her opponent's resistance to sneak attacks. Any foe normally immune (or partially immune) to the rogue's sneak attack that she strikes before the end of her turn with an attack that would otherwise qualify for a sneak attack takes extra damage equal to one-half the rogue's normal sneak attack damage.

Return FirePrerequisites: Journeyman in Awareness and Sleight of Hand, Deflect ArrowsBenefit: A rogue can activate this power as an immediate action directly after being attacked by a thrown or missile weapon. The rogue may catch the weapon if it misses her AC (or is deflected by her Deflect Arrows feat) and may throw it back as part of this power if she desires.

StreetfighterBenefit: A rogue with this power is considered proficient with all martial weapons but decreases her daily uses of lesser powers per day by one.

Mental Powers :Breadth of KnowledgePrerequisites: Journeyman in any three Knowledge skillsBenefit: The rogue may use this ability as a savant uses Lore with the same effect, substituting her rogue levels for savant levels when making the necessary check.

KnockPrerequisites: Journeyman in Disable DeviceBenefit: A rogue can use this power to imitate the knock spell with a caster level equal to his rogue level. This power is a supernatural ability.

Moment of ClarityPrerequisites: Journeyman in at least three skillsBenefit: A rogue can use this power to 'Take 15' on a skill check for a skill in which she at least an apprentice, regardless of conditions. Using this power is a standard action, unless the skill use normally takes longer, in which case it uses the longer duration.

Out of Sight, Out of MindPrerequisites: Journeyman of StealthBenefit: A rogue can use this power as a swift action to become invisible, as the invisibility spell, for one round. This power is a supernatural ability.

Rapid SearchPrerequisites: Journeyman in Disable DeviceBenefit: A rogue can use this power to imitate the find traps spell with a caster level equal to his rogue level. This power is a supernatural ability.

Ray DeflectionPrerequisites: Improved Evasion, Journeyman in Acrobatics, Journeyman in Use Magic DeviceBenefit: A rogue attacked by a ray (whether it be from a spell, spell-like ability, or supernatural ability) can activate this ability as an immediate action prior to being struck. The rogue gains a +4 deflection bonus to AC against he ray attack; if the ray misses, the rogue can direct the ray to a new target. The ray acts as if it had originated from the original caster; only the source and target change. The rogue make an attack roll at her normal ranged attack bonus, minus two, for the ray. If this strikes the intended target, they are affected by the ray as normal.

TalentBenefit: A rogue can use this power to become considered trained as an apprentice in all skills for one minute. She also receives a bonus to her next skill check equal to her Intelligence modifier.

Tinker's KnackPrerequisites: Apprentice in any three Craft skillsBenefit: A rogue can activate this power as a standard action to cast mending as a spell-like ability.

Social Powers :BloodhoundPrerequisites: Journeyman in Gather Informatio, Apprentice in Survival, TrackBenefit: A rogue can activate this ability as an immediate action to reroll a failed Survival check made to find or follow a trail.

Quell the BeastPrerequisites: Apprentice in Handle Animal and Perform (Sing)Benefit: A rogue can use this power to improve relations (as the Diplomacy skill) with an animal or a magical beast, substituting their Handle Animal ranks for their Diplomacy ranks should they have more ranks in Handle Animal. This power can also be used on a creature of the Magical Beast type with an Intelligence score of 3 or less, but the rogue takes a -4 penalty on the check.

Physical Powers :Arcane ErosionPrerequisites: Journeyman of Knowledge (Arcana), Master of Use Magic DeviceBenefit: A rogue can use this power as an immediate action when sneak attacking a foe. If the chosen foe has any active spells upon them (not magical items, merely magical effects), they take damage equal to the total caster level of all active spells upon them. For instance, an opponent under the effects of a bull's strength spell cast by an eighth-level caster would take eight extra points of damage. Similarly, an opponent under the effects of a shield spell and a mage armor spell, both cast by a fifteenth-level spellcaster would take 15 points of damage from each spell, for a total of 30 extra points of damage.

Burst of SpeedPrerequisites: Master of AcrobaticsBenefit: Upon activating this power, the rogue gains a +20' insight bonus to her land speed as well as a 20' climb speed for a number of rounds equal to her Dexterity modifier. During this time, she also adds her Intelligence modifier to Acrobatics checks and receives one additional attack per round (as if under the effects of haste).

Deconstruction:Prerequisites: Apprentice of Knowledge (Arcana), Master of Disable DeviceBenefit: A rogue may use this power as a full-round action to hamper or disable a foe of the Construct type. As part of this power, the rogue makes a Disable Device check versus an adjacent Construct. The result of this check determines the effects of this power. Since this power is nonmagical in nature, all of its effects supersede a Construct's normal immunities gained by its type and remain until the Construct either receives a Craft check made to repair it (at a DC equal to the rogue's initial check) or receives magical healing enough to be brought back to full or above hit points. Effects are cumulative.

Result

Effect

Less than 10 plus the target's HD

No effect

The target's HD + 10 or greater

The target's speed (or speeds, if it has multiple kinds of movement) is halved.

The target's HD + 15 or greater

The target takes a -5 penalty to all attack rolls.

The target's HD + 20 or greater

The target receives a -4 penalty to all ability scores.

Over the target's HD + 25

The target deactivates and is slain.

Double-Edged SwordPrerequisites: Master of Sleight of Hand, Journeyman of BluffBenefit: A rogue can use this power as an immediate action to cause a foe who has just missed them with a melee attack to make a second attack roll against themselves. Should this second attack roll hit the foe's armor class, the foe deals damage to themselves equal to what would have been done to the rogue.

Fight for LifePrerequisites: Master of Concentration, Journeyman of Heal and AcrobaticsBenefit: A rogue may activate this power as an immediate action after receiving damage that would reduce them to 0 or less hit points. Instead of taking the full amount of damage, the rogue only takes enough damage to drop them to 1 hit point. Any other attacks in this round deal damage as normal.

Now I'm Really AngryPrerequisites: Master of Intimidate, Rage abilityBenefit: This power functions as Now I'm Angry, except the extra damage is one and a half times the difference between her current hit points and her maximum hit points.

Penetrating StrikePrerequisites: Journeyman of Knowledge (Arcana, Religion, and Dungeoneering)Benefit: A rogue can activate this power as an immediate action to overcome her opponent's resistance to Sneak Attacks. Any foe normally immune to the rogue's sneak attack that the rogue strikes before the end of her turn with an attack that would otherwise qualify for a sneak attack takes extra damage equal to the rogue's normal sneak attack damage.

Smash and GrabPrerequisites: Master of Sleight of Hand and BluffBenefit: This power functions as Snatch, but the rogue does not sacrifice any damage.

TerminatePrerequisites: Master of Sleight of Hand, Apprentice of HealBenefit: A rogue can use this power as an immediate action during a sneak attack to forgo all her sneak attack damage to force her target to make a Fortitude save or die. The DC is equal to 10 + the number of sneak attack dice sacrificed + her Dexterity modifier.

Twist of the KnifePrerequisites: Master of Sleight of HandBenefit: A rogue can activate this power as an immediate action after striking a foe with a successful sneak attack to trade half her normal sneak attack dice for 1d4 Charisma or Dexterity damage. The rogue chooses which kind of damage this power deals each time she activates it, and must choose to use this power after striking a foe but before damage is dealt.

Mental Powers :Incredible HearingPrerequisites: Master of AwarenessBenefit: A rogue can use this power as an immediate action to gain blindsense 30' for one minute.

Lucky BreakBenefit: A rogue can activate this power as an immediate action directly following a die roll but before the result is determined. On doing so, the rogue may reroll one die. If multiple dice were rolled (such as a Sneak Attack for 5d6 damage), only one die is rerolled.

Perfection of TradePrerequisites: Master in any 6 skillsBenefit: A rogue can use this power to 'Take 20' on a skill check for a skill in which she is at least an apprentice, regardless of conditions. Using this power is a standard action, unless using the skill would take more time, in which case it uses the longer duration.

ProdigyBenefit: A rogue can use this power to be considered trained as a Journeyman in all skills for one minute. She also receives a bonus to her next skill check equal to her rogue level.

Taste of MagicPrerequisites: Apprentice of Sense Motive, Master of Use Magic DeviceBenefit: A rogue can use this power to determine the magical properties of an item. By spending ten minutes focusing upon a magical item and succeeding on a Use Magic Device check (DC 10 + the caster level of the item), she can identify one property of that item (enhancement bonus, special ability, command word, etc.). For each three points by which she beats the DC, she can identify one additional property of the item. This power does not reveal the properties of artifacts, though it does indicate that such items are powerful.

Social Powers :Bargainer's LuckPrerequisites: Master of Appraise and DiplomacyBenefit: A rogue can use this power as a standard action while haggling over a price with a merchant or while appraising an item's value. The rogue gains a +10 bonus on any rolls made in the next minute concerning the item's monetary value, sell prices for the item, or to alter the attitude of the merchant.

PolyglotPrerequisites: Knowledge of at least six languagesBenefit: A rogue can activate this power as a full-round action to identify a language written or spoken to her. If she continues to be exposed to the language over the period of a day in a non-combat situation, she can immediately add the language to her languages known.

Takes One To Know OnePrerequisites: Master of Bluff and Diplomacy, Journeyman of Sense MotiveBenefit: A rogue can use this power as an immediate action to substitute a Bluff check for a Diplomacy, Sense Motive, or Intimidate check. She gains a +4 bonus on the roll, and gains an additional +4 bonus on the roll if she is of the same race as the target of the check.

To start with, there's the progression. You get your highest level Powers at level 7 - this is one of the major problems that the Core 3.5 Fighter had, in that once he got good at something (typically around 6th level), all of his options from then on were things he didn't take on his first try. You avoid some of that problem by being able to go straight to Greater Powers (rather than starting a new feat tree with the same feat you could have taken at 1st), but ultimately there's no way that your 5th-highest choice for Greater Power (i.e. that thing you didn't take back at 7th level) is suddenly good at 20th level. In reality, it's probably worse than what you got at 7th level. This is bad.

Unfortunately, the only real way to solve this is more levels, which means more work. Hardly a desirable alternative. You might be able to do something a la Psionic Augmentation, but free, where Powers scale very well, but even so... this is rough. At the very least, what levels you do have seem like they ought to be spread out more evenly among the 20 levels. What was available at 14th might not be very impressive at 20th, but at least it's better than what was available at 7th. Adding a fourth tier brings this to a Warlock-esque progression - but then consider how restricted Warlocks often feel with their Invocations...

Then there's the ready/recover mechanic. It doesn't seem to me that this fits well with the Rogue concept of adaptability; Rogues are supposed to always have a new trick up their sleeve, so to speak. Being able to react to unexpected circumstances gracefully is sort of a hallmark of the Rogue. Thus, I think these should be spontaneous. You can retain the per encounter slots, however, along with the recovery mechanic. I almost like something along the Erudite, with a limited number of unique Powers per day, which may be used spontaneously in slots that refresh every encounter/every time you recover. That's my take.

Anyway, on to the powers. The Physical/Mental/Social thing seems obviously taken from Skill Tricks, but I'm not sure what that differentiation gains for you. Nothing wrong with it, of course, but if those categories exist maybe they should see use? Feats that trigger on the number of Social Powers you have or something, perhaps. Maybe. Anyway, that's not very important.

Athleticism - The 10' Climb speed is decent enough, though the rest is pretty meh. But considering your very limited numbers of known/readied powers, this just... doesn't seem worth a slot. Maybe make it Expeditious Retreat + Spider Climb?

Hidden Blade - This is pretty cool; Immediate Action attack with free Sneak Attack is definitely solid. I consider this the standard by which Rogue powers should be judged. The others thus far have been found lacking.

Lucky Dodge - A good ability that a Rogue will not need often enough to justify knowing/preparing it.

Now I'm Angry - Conceptually, this seems out of place for a Rogue. Mechanically, it still does - a Rogue doesn't have the health pool necessary to make this worthwhile. I mean, a 3rd level Rogue uses this, and has a maximum of what, 33 HP (rolled two 6s on his HD, has 16 Con)? If he's lucky enough to be able to use this when he's at 1 HP, 32 damage is good - but using it will probably be suicide, if it's at the cost of not being able to retreat.

Hmm, though it may synergize rather nicely with Hidden Blade... having to save your Hidden Blade so you can use it with this though means you're... probably not going to. Overall, the odds of a Rogue getting to use this effectively are too low to justify knowing/preparing it.

Palm the Blade - The Feint rules suck; please change them. Feinting should be better than this by default.

Snatch - I like this one.

Knack - One skill check is an awfully short duration... when you need it, I suppose you need it (has the advantage of being out of combat so you might be able change your readied maneuvers for it), but this is not something I'd keep readied very often. Shouldn't Rogues be at least Apprentice in most things?

Trick of the Light - Considering this is a minor racial feature of several LA+0 races, this seems a bit weak. Fitting, though, and maybe humans shouldn't be able to get LLV too easily - gotta leave something for other races... But still, I don't see many Rogues using this.

Point of Focus - This is excellent; maybe too good for level 1. The action cost plus needing to know/ready it probably limit the problems, though. After all, Warlocks get this all the time for the most powerful and important of skills, and Warlocks aren't all that impressive.

Prestidigitator - Just seems to have too many prereqs for a cantrip. I'd drop the Spellcraft one, personally.

Preternatural Awareness - Solid.

Shake It Off - Quite good. Perhaps too much so - Fear effects are already too easy to become immune too, so people avoid them. This only makes that worse...

Jack of All Trades - Does the Profession skill do anything? I'd prefer this be an activatable ability to be able to change which skills you're trained in - and to avoid using it on days I'm not anywhere near any town...

Now I'm Very Angry - Same problem as Now I'm Angry, but now it requires Rage, which is interesting. Barbarian is the class that you expect to have a feature like this - now a Rogue 4/Barb 1 can get it. But it seems to me that those levels should be inverted - or the Rogue shouldn't be in it at all.

Piercing Strike - Solid; if you move Lesser Powers up in level, though, this should probably slide back to Least. 4th is about the latest I could see this being acceptable (unless the number of crit-immune creatures is going down a lot a la Pathfinder, which I'd be all for).

Return Fire - See, to me, the point of this would be avoid having to take the feats, but you require Deflect Arrows anyway. Does Deflect Arrows still require IUS?

Streetfighter - Martial weapons no longer exist, ne? Anyway, in 3.5 I'd say this should be a Least Power, honestly.

Breadth of Knowledge - I assume the Savant's Lore is akin to the 3.5 version? If so... maybe should be a Least.

Knock - Ehh... see, I'd just as soon remove Knock altogether, to save the Rogue's niche. A Rogue should be able to do this the normal way; why take a power to use the spell? If the spell is better then we have a problem...

Moment of Clarity - Sweet jesus, this is good. Wow.

Out of Sight, Out of Mind - Nabbing Invisibility at 4th is pretty solid, I like this.

Rapid Search - This goes into the same bin as Knock IMO.

Ray Deflection - Should apply to non-ray ranged touch attacks, IMO.

Talent - Pretty solid.

Tinker's Knack - OK, wtf. It's a Lesser Power, and requires three Apprenticeships in skills a Rogue probably can't use (unless you've fixed crafting, which would be nice in its own right, but still not exactly a Rogue-ish activity), all to use a Cantrip? And not even a particularly good one, like Prestidigitation. Why on earth?

Bloodhound - Aw, I was hoping for the Scent ability (actually, that's probably a Least). Still decent, though not really something I expect of a Rogue really.

Quell the Beast - Requires, but does not use Perform (Sing) - strange. Anyway, it's... Wild Empathy, right? Except you use your actual skills? Why is this a Lesser Power? Wild Empathy is useless for those who get it free...

Arcane Erosion - Whoa. I like this, I like this a lot.

Burst of Speed - Meh. You're scaling a minor ability linearly. It wasn't that impressive at 10' at level 1, it's definitely not impressive at 20' at level 7 (much less level 20). The Haste this is neat, but any good arcanist should be hitting the whole party with that at the start of every combat by now.

Deconstruction - This is pretty good; I like the combat application of Disable Device.

Double-Edged Sword - "Equal to what they would have done to the Rogue" is weird. It bypasses any DR the foe might have had, but includes any the Rogue has. Weird. I think they should just roll damage against themselves. Also, the mechanism by which this is happening is... unclear. Still, mechanically, it's a solid ability.

Fight for Life - Very solid, like it. Maybe too good for level 7?

Now I'm Really Angry - See "Now I'm (Very) Angry" above. Though the amount of damage is getting very substantial here...

Penetrating Strike - Solid.

Smash and Grab - Aww, should be Mug. Though I like this name too.

Terminate - Heh, nice.

Twist of the Knife - I don't like how you have to sacrifice more SA dice for the same damage as you gain more SA dice. If the cost scales, so too should the benefit.

Incredible Hearing - Eh. For a temporary ability that's the highest a Rogue can get, should be Blindsight, IMO.

Lucky Break - Per encounter reroll is very nice.

Perfection of Trade - OK, is this using the normal "Take-20" rules (i.e. you roll a 1 first)? Because that would be bad... Otherwise this is amazing.

Prodigy - Wow, very, very nice. I like it.

Taste of Magic - ...Really? Identify is a 1st level spell and a poorly-thought-out one at that. Almost every DM I've played with has given up on the whole Identify game before a Rogue would get Greater Powers to begin with... I'd hope that a Greater Power is worth more than a 1,500 gp magic item (Artificer's Goggles).

Bargainer's Luck - Hehe, very nice, though potentially dangerous. This is fiddling with WBL here, after all.

Polyglot - That's a pretty hefty language req, plus ya know, Tongues. I'd almost want this to be one of those permanent, reduce your power slots permanently ones if I'm going to bother with it at all.

Takes One to Know One - See, this doesn't seem that useful - you already have Mastery of one of the replaced skills, and Journeymanship of another - why are you bothering to replace them?

I like the change from powers to exploits, gives a lot more versatility. I ran a low-level game of rebirth for some friends over the weekend and their rogue, using the old version, said he felt a little confined having to choose just two at first level because they all have some functionality especially at low level when any advantage is useful. That being said, I don't know if the rogue special abilities feature is going to change, but penetrating strike is both an exploit and a special ability.

On a side note, I noticed that the multiclass feats might actually be more powerful if used single classed with heroic feats. I thought the rogue exemplified this so I did a little math, taking intrepid future and a multiclass feat first level then taking another heroic feat each level for a few levels. Granted this is a human set-up for two feats at first level. Non humans have to either push it off a couple levels or accept a lesser benefit (which amounts to waiting a little longer). The multiclass feats don't work till you have 3 levels in the class, so one of the features gets a big boost then.

Level

HV

HV from Feats

Total HV

Effective "Multiclassed" Level

1

1

2

3

1

2

1

2

3

2

3

2

3

5

6

4

2

4

6

8

5

3

4

7

9

6

3

5

8

11

7

4

5

9

12

8

4

6

10

14

9

5

7

12

16

10

5

7

12

17

11

6

7

13

18

12

6

7

13

19

13

7

7

14

20

14

7

7

14

21

15

8

7

15

22

16

8

7

15

23

17

9

7

16

24

18

9

7

16

25

19

10

7

17

26

20

10

7

17

27

From the way the feats read, a rogue who did this could sneak attack as a level 19 (top of the progression) at level 12 if he took the Dead Reckoning feat. If he used the Potent Lore feat he could have access 3rd level exploits at level 3 when the feat kicks in and also reach the peak of exploits at level 12. Couple that with the benefits he could gain simply by having a feat like Heroic Strike or Valiant Action and that is potentially a very powerful or very skillful rogue. This would work particularly well if, once reaching level 13, the character were to multiclass into another class with either a [lore, progressing] or [precision, progressing] feature depending on which one he took. Moving the entire progression up one level you could have both.

Just something I noticed. It's possible I misread something in the feats, or if I missed an update where heroic feats no longer add one to your HV just for taking them. If that's the case, then.. oops.

Stories are like artillery fire. Loud, indirect, and often off target. - Me

"I'm gonna monkey jump up there, and monkey kick his ass!" - Garidus Kerben, Dawn Caste, on action to be taken against a prison warden holding him captive.

Go back and reread the [Heroic] feats. Only Intrepid Future and Legendary Promise increase HV now, and Legendary Promise only does so temporarily. That change was made explicitly for the reason you cited. Also note that the Radiant Pyrearch is going to change somewhat due to that.

Penetrating Strike as a special ability applies all the time but only for certain creature types, while Penetrating Strike as an exploit both (a) needs a rename; and (b) applies for the rest of the round but works on any creature regardless of type.

I see. That works out much better for the sake of balance and general reasonability. Also, I didn't realize the master version of the special ability Penetrating Strike still only applied to the creature type chose initially. Thanks for clearing that up.

Stories are like artillery fire. Loud, indirect, and often off target. - Me

"I'm gonna monkey jump up there, and monkey kick his ass!" - Garidus Kerben, Dawn Caste, on action to be taken against a prison warden holding him captive.